Dual-range wireless interactive entertainment device

ABSTRACT

A method of interactive game play is provided wherein a seemingly magical wand toy is provided for enabling a trained user to electronically send and receive information to and from other wand toys, a master system and/or to actuate various play effects within a play environment. The toy wand or other seemingly magical object is configured to use a send/received radio frequency communications protocol which provides a basic foundation for a complex, interactive entertainment system to create a seemingly magical interactive play experience.

RELATED APPLICATIONS

This present application is a continuation of and claims prioritybenefit under 35 U.S.C. § 120 from U.S. patent application Ser. No.15/349,354, filed Nov. 11, 2016, now U.S. Pat. No. 9,713,766, which is acontinuation of and claims priority benefit under 35 U.S.C. § 120 fromU.S. patent application Ser. No. 14/858,319, filed Sep. 18, 2015, nowU.S. Pat. No. 9,579,568, which is a continuation of and claims prioritybenefit under 35 U.S.C. § 120 from U.S. patent application Ser. No.14/204,305, filed Mar. 11, 2014, now U.S. Pat. No. 9,149,717, which is acontinuation of and claims priority benefit under 35 U.S.C. § 120 fromU.S. patent application Ser. No. 12/966,875, filed Dec. 13, 2010, nowU.S. Pat. No. 8,708,821, which is a continuation of and claims prioritybenefit under 35 U.S.C. § 120 from U.S. patent application Ser. No.10/889,974, filed Jul. 13, 2004, now U.S. Pat. No. 7,850,527, which is acontinuation of and claims priority benefit under 35 U.S.C. § 120 fromU.S. patent application Ser. No. 09/792,282, filed on Feb. 22, 2001, nowU.S. Pat. No. 6,761,637, which claims priority benefit under 35 U.S.C. §119(e) from U.S. Provisional Application No. 60/184,128, filed Feb. 22,2000, the entire content of each of which is incorporated herein byreference in its entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to children's play toys and games and, inparticular, to interactive toys, games and play systems utilizing radiofrequency transponders and transceivers to provide a unique interactivegame play experience.

2. Description of the Related Art

Family entertainment centers, play structures and other similarfacilities are well known for providing play and interaction among playparticipants playing in, or around an entertainment facility and/or playstructure. See, for example, U.S. Pat. No. 5,853,332 to Briggs,incorporated herein by reference. A wide variety of commerciallyavailable play toys and games are also known for providing valuablelearning and entertainment opportunities for children, such as roleplaying, reading, memory stimulation, tactile coordination and the like.

However, there is always a demand for more exciting and entertaininggames and toys that increase the learning and entertainmentopportunities for children and stimulate creativity and imagination.

SUMMARY OF THE INVENTION

The present invention provides a unique method of game play carried outwithin either an existing or specially configured entertainment facilityor play structure. The game utilizes an interactive “wand” and/or othertracking/actuation device to allow play participants to electronicallyand “magically” interact with their surrounding play environment(s). Theplay environment may either be real or imaginary (i.e. computer/TVgenerated), and either local or remote, as desired. Optionally, multipleplay participants, each provided with a suitable “wand” and/or trackingdevice, may play and interact together, either within or outside theplay environment, to achieve desired goals or produce desired effectswithin the play environment.

In accordance with one embodiment the present invention provides aninteractive play system and seemingly magical wand toy for enabling atrained user to electronically send and receive information to and fromother wand toys and/or to and from various transceivers distributedthroughout a play facility and/or connected to a master control system.The toy wand or other seemingly magical object is configured to use asend/receive radio frequency communication protocol which provides abasic foundation for a complex, interactive entertainment system tocreate a seemingly magic interactive play experience for playparticipants who possess and learn to use the magical wand toy.

In accordance with another embodiment the present invention provides aninteractive play structure in the theme of a “magic” training center forwould-be wizards in accordance with the popular characters andstorylines of the children's book series “Harry Potter” by J. K.Rowling. Within the play structure, play participants learn to use a“magic wand” and/or other tracking/actuation device. The wand allowsplay participants to electronically and “magically” interact with theirsurrounding play environment simply by pointing or using their wands ina particular manner to achieve desired goals or produce desired effectswithin the play environment. Various receivers or transceivers aredistributed throughout the play structure to facilitate such interactionvia wireless communications.

In accordance with another embodiment the present invention provides awand actuator device for actuating various interactive play effectswithin an RFID-compatible play environment. The wand comprises anelongated hollow pipe or tube having a proximal end or handle portionand a distal end or transmitting portion. An internal cavity may beprovided to receive one or more batteries to power optional lighting,laser or sound effects and/or to power long-range transmissions such asvia an infrared LED transmitter device or RF transmitter device. Thedistal end of the wand is fitted with an RFID (radio frequencyidentification device) transponder that is operable to providerelatively short-range RF communications (<60 cm) with one or morereceivers or transceivers distributed throughout a play environment. Thehandle portion of the wand is fitted with optional combination wheelshaving various symbols and/or images thereon which may be rotated toproduce a desired pattern of symbols required to operate the wand orachieve one or more special effects.

In accordance with another embodiment the present invention provides anRFID card or badge intended to be affixed or adhered to the front of ashirt or blouse worn by a play participant while visiting an RF equippedplay facility. The badge comprises a paper, cardboard or plasticsubstrate having a front side and a back side. The front side may beimprinted with graphics, photos, or any other information desired. Thefront side may include any number of other designs or informationpertinent to its application. The obverse side of the badge containscertain electronics comprising a radio frequency tag pre-programmed witha unique person identifier number (“UPIN”). The UPIN may be used toidentify and track individual play participants within the playfacility. Optionally, each tag may also include a unique groupidentifier number (“UGIN”) which may be used to match a defined group ofindividuals having a predetermined relationship.

In accordance with another embodiment the present invention provides anelectronic role-play game utilizing specially configured electronicallyreadable character cards. Each card is configured with an RFID or amagnetic “swipe” strip or the like, that may be used to store certaininformation describing the powers or abilities of an imaginary role-playcharacter that the card represents. As each play participant uses his orher favorite character card in various play facilities the characterrepresented by the card gains (or loses) certain attributes, such asmagic skill level, magic strength, flight ability, various spell-castingabilities, etc. All of this information is preferably stored on the cardso that the character attributes may be easily and convenientlytransported to other similarly-equipped play facilities, computer games,video games, home game consoles, hand-held game units, and the like. Inthis manner, an imaginary role-play character is created and stored on acard that is able to seamlessly transcend from one play medium to thenext.

In accordance with another embodiment the present invention provides atrading card game wherein a plurality of cards depicting various real orimaginary persons, characters and/or objects are provided and whereineach card has recorded or stored thereon in an electronically readableformat certain selected information pertaining to the particular person,character or object, such as performance statistics, traits/powers, orspecial abilities. The information is preferably stored on an RFIDtracking tag associated with each card and which can be readelectronically and wirelessly over a predetermined range preferablygreater than about 1 cm when placed in the proximity of a suitablyconfigured RF reader. Optionally, the RFID tag may be read/write capablesuch that it the information stored thereon may be changed or updated inany manner desired. Alternatively, a magnetic strip, bar code or similarinformation storage means may be used to store relevant information onthe card.

For purposes of summarizing the invention and the advantages achievedover the prior art, certain objects and advantages of the invention havebeen described herein above. Of course, it is to be understood that notnecessarily all such objects or advantages may be achieved in accordancewith any particular embodiment of the invention. Thus, for example,those skilled in the art will recognize that the invention may beembodied or carried out in a manner that achieves or optimizes oneadvantage or group of advantages as taught herein without necessarilyachieving other objects or advantages as may be taught or suggestedherein.

All of these embodiments are intended to be within the scope of theinvention herein disclosed. These and other embodiments of the presentinvention will become readily apparent to those skilled in the art fromthe following detailed description of the preferred embodiments havingreference to the attached figures, the invention not being limited toany particular preferred embodiment(s) disclosed.

BRIEF DESCRIPTION OF THE DRAWINGS

Having thus summarized the general nature of the invention and itsessential features and advantages, certain preferred embodiments andmodifications thereof will become apparent to those skilled in the artfrom the detailed description herein having reference to the figuresthat follow, of which:

FIG. 1 is a perspective view of an interactive play structure modifiedto incorporate certain features and advantages in accordance with thepresent invention;

FIG. 2A is a perspective view of a magic wand toy for use within theinteractive play structure of FIG. 1 having features and advantages inaccordance with the present invention;

FIG. 2B is a partially exploded detail view of the proximal end orhandle portion of the magic wand toy of FIG. 2A, illustrating theoptional provision of combination wheels having features and advantagesin accordance with the present invention;

FIG. 2C is a partial cross-section detail view of the distal end ortransmitting portion of the magic wand toy of FIG. 2A, illustrating theprovision of an RF transponder device therein;

FIG. 3 is a simplified schematic diagram of an RF reader and mastercontrol system for use with the magic wand toy actuator of FIG. 2Ahaving features and advantages in accordance with the present invention;

FIGS. 4A and 4B are front and rear views, respectively, of an optionalRFID tracking badge or card for use within the interactive playstructure of FIG. 1 having features and advantages in accordance withthe present invention;

FIGS. 5A and 5B are schematic diagrams illustrating typical operation ofthe RFID tracking badge of FIG. 4;

FIG. 6 is simplified schematic diagram of an RFID read/write system foruse with the RFID tracking badge of FIG. 4 having features andadvantages in accordance with the present invention;

FIG. 7 is a simplified block diagram illustrating the basic organizationand function of the electronic circuitry comprising the RFID tag deviceof FIG. 4B;

FIGS. 8A-8D are front views of various role-play character cards for usewithin an interactive play structure such as illustrated in FIG. 1;

FIGS. 9A and 9B are front and rear views, respectively, of analternative embodiment of a role-play character card for use with aspecially configured interactive game and/or game play facility havingfeatures and advantages in accordance with the present invention;

FIGS. 10A-G are various illustrations of a role-play adventure gameconfigured to be utilized with the role-play character card of FIG. 9and having features and advantages in accordance with the presentinvention;

FIGS. 11A and 11B are front and rear views, respectively, of a tradingor playing card having features and advantages in accordance with thepresent invention; and

FIGS. 11C and 11D are front views of several alternative embodiments oftrading or playing cards having features and advantages in accordancewith the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Basic System and Framework

FIG. 1 illustrates one preferred embodiment of an interactive playstructure 100 having features and advantages in accordance with thepresent invention. The particular play structure illustrated takes onthe theme of a “magic” training center for would-be wizards inaccordance with the popular characters and storylines of the children'sbook series “Harry Potter” by J. K. Rowling. Within this play structure100, play participants 105 learn to use a “magic wand” 200 and/or othertracking/actuation device. The wand 200 allows play participants toelectronically and “magically” interact with their surrounding playenvironment simply by pointing or using their wands in a particularmanner to achieve desired goals or produce desired effects within theplay environment. Various receivers or transceivers 300 are distributedthroughout the play structure 100 to facilitate such interaction viawireless communications. Depending upon the degree of game complexitydesired and the amount of information sharing required, the transceivers300 may or may not be connected to a master system or central server(not shown). Preferably, most, if not all, of the receivers ortransceivers 300 are stand-alone devices that do not requirecommunications with an external server or network. In one particularlypreferred embodiment this may be achieved by storing any informationrequired to be shared on the wand 200 and/or on an associated radiofrequency tracking card or badge worn or carried by the play participant(described later).

Preferably, a suitable play media 114, such as foam or rubber balls orsimilar objects, is provided for use throughout the structure to providea tactile interactive play experience. See, for example, U.S. Pat. No.7,850,527, incorporated herein by reference.

Various electronic interactive play elements are disposed in, on and/oraround the play structure 100 to allow play participants 105 to createdesired “magical” effects, as illustrated in FIG. 1. These may includeinteractive elements such as projectile accelerators, cannons,interactive targets, fountains, geysers, cranes, filter relays, and thelike for amusing and entertaining play participants and/or for producingvarious desired visual, aural or tactile effects. These may be actuatedmanually by play participants or, more desirably, “magically”electronically by appropriately using the wand 200 in conjunction withone or more transceivers 300. Some interactive play elements may havesimple immediate effects, while others may have complex and/or delayedeffects. Some play elements may produce local effects while others mayproduce remote effects. Each play participant 105, or sometimes a groupof play participants working together, preferably must experiment withthe various play elements and using their magic wands in order todiscover how to create the desired effect(s). Once one play participantfigures it out, he or she can use the resulting play effect to surpriseand entertain other play participants. Yet other play participants willobserve the activity and will attempt to also figure it out in order toturn the tables on the next group. Repeated play on a particular playelement can increase the participants' skills in accurately using thewand 200 to produce desired effects or increasing the size or range ofsuch effects. Optionally, play participants can compete with one anotherusing the various play elements to see which participant or group ofparticipants can create bigger, longer, more accurate or morespectacular effects.

While a particular preferred play environment and play structure 100 hasbeen described, it will be readily apparent to those skilled in the artthat a wide variety of other possible play environments, playstructures, entertainment centers and the like may be used to create aninteractive play environment within which the invention may be carriedout. See, for example, U.S. Pat. No. 7,850,527, incorporated herein byreference. Alternatively, a suitable play structure may be constructedentirely or partially from conduits or pipes which also transport playmedia to and from various locations throughout the play structure.Alternatively, the play environment need not comprise a play structureat all, but may be simply a themed play area, or even a multi-purposearea such as a restaurant dining facility, family room, bedroom or thelike.

Magic Wand

As indicated above, play participants 105 within the play structure 100learn to use a “magic wand” 200 and/or other tracking/actuation device.The wand 200 allows play participants to electronically and “magically”interact with their surrounding play environment simply by pointing orusing their wands in a particular manner to achieve desired goals orproduce desired effects within the play environment. Use of the wand 200may be as simple as touching it to a particular surface or “magical”item within the play structure 100 or it may be as complex as shaking ortwisting the wand a predetermined number of times in a particular mannerand/or pointing it accurately at a certain target desired to be“magically” transformed or otherwise affected. As play participants playand interact within the play structure 100 they learn more about the“magical” powers possessed by the wand 200 and become more adept atusing the wand to achieve desired goals or desired play effects.Optionally, play participants may collect points or earn additionalmagic levels or ranks for each play effect or task they successfullyachieve. In this manner, play participants 105 may compete with oneanother to see who can score more points and/or achieve the highestmagic level.

FIG. 2 illustrates the basic construction of one preferred embodiment ofa “magic” wand 200 having features and advantages in accordance with onepreferred embodiment of the invention. As illustrated in FIG. 2A thewand 200 basically comprises an elongated hollow pipe or tube 310 havinga proximal end or handle portion 315 and a distal end or transmittingportion 320. If desired, an internal cavity may be provided to receiveone or more batteries to power optional lighting, laser or sound effectsand/or to power longer-range transmissions such as via an infrared LEDtransmitter device or RF transmitter device. An optional button 325 mayalso be provided, if desired, to enable particular desired functions,such as sound or lighting effects or longer-range transmissions.

FIG. 2B is a partially exploded detail view of the proximal end 315 ofthe magic wand toy 200 of FIG. 2A. As illustrated, the handle portion315 is fitted with optional combination wheels having various symbolsand/or images thereon. Preferably, certain wand functions may requirethat these wheels be rotated to produce a predetermined pattern ofsymbols such as three owls, or an owl, a broom and a moon symbol. Thoseskilled in the art will readily appreciate that the combination wheelsmay be configured to actuate electrical contacts and/or other circuitrywithin the wand 200 in order to provide the desired functionality.Alternatively, the combinations wheels may provide a simple securitymeasure to prevent unauthorized users from actuating the wand.

FIG. 2C is a partial cross-section detail view of the distal end ofmagic wand toy 200 of FIG. 2A. As illustrated, the distal end 320 isfitted with an RFID (radio frequency identification device) transponder335 that is operable to provide relatively short-range RF communications(<60 cm) with one or more of the receivers or transceivers 300distributed throughout play structure 100 (FIG. 1). At its most basiclevel, RFID provides a wireless link to uniquely identify objects orpeople. It is sometimes called dedicated short range communication(DSRC). RFID systems include electronic devices called transponders ortags, and reader electronics to communicate with the tags. These systemscommunicate via radio signals that carry data either uni-directionally(read only) or, more preferably, bi-directionally (read/write). Onesuitable RFID transponder is the 134.2 kHz/123.2 kHz, 23 mm GlassTransponder available from Texas Instruments, Inc.(http://www.tiris.com, Product No. RI TRP WRHP). This transponderbasically comprises a passive (non-battery-operated) RFtransmitter/receiver chip 340 and an antenna 345 provided within anhermetically sealed vial 350. A protective silicon sheathing 355 ispreferably inserted around the sealed vial 350 between the vial and theinner wall of the tube 310 to insulate the transponder from shock andvibration.

FIG. 3 is a simplified schematic diagram of one embodiment of an RFtransceiver 300 (FIG. 1) and optional master control system 375 for usewith the magic wand toy actuator of FIG. 2A. As illustrated, thetransceiver 300 basically comprises an RF Module 380, a Control Module385 and an antenna 390. When the distal end of wand 200 comes within apredetermined range of antenna 390 (about 20-60 cm) the transponderantenna 345 (FIG. 2C) becomes excited and impresses a voltage upon theRF transmitter/receiver chip 340 disposed within transponder 335 at thedistal end of the wand 200. In response, the RF transmitter/receiverchip 340 causes transponder antenna 345 to broadcast certain informationstored within the transponder 335 comprising 80 bits of read/writememory. This information typically includes the users unique ID number,magic level or rank and/or certain other information pertinent to theuser or the user's play experiences.

This information is initially received by RF Module 380, which can thentransfer the information through standard interfaces to an optional HostComputer 375, Control Module 385, printer, or programmable logiccontroller for storage or action. If appropriate, Control Module 385provides certain outputs to activate or control one or more associatedplay effects, such as lighting, sound, various mechanical or pneumaticactuators or the like. Optional Host Computer 375 processes theinformation and/or communicates it to other transceivers 300, as may berequired by the game. If suitably configured, RF Module 380 may alsobroadcast or “write” certain information back to the transponder 335 tochange or update one of more of the 80 read/write bits in its memory.This exchange of communications occurs very rapidly (about 70 ms) and sofrom the user's perspective it appears to be instantaneous. Thus, thewand 200 may be used in this “short range” or “passive” mode to actuatevarious “magical” effects throughout the play structure 100 by simplytouching or bringing the tip of the wand 200 into relatively closeproximity with a particular transceiver 300. To provide added mysteryand fun, certain transceivers 300 may be hidden within the playstructure 100 so that they must be discovered by continually probingaround the structure using the wand 200. The locations of the hiddentransceivers may be changed from time to time to keep the game fresh andexciting.

If desired, the wand 200 may also be configured for long rangecommunications with one or more of the transceivers 300 (or otherreceivers) disposed within the play structure 100. For example, one ormore transceivers 300 may be located on a roof or ceiling surface, on aninaccessible theming element, or other area out of reach of playparticipants. Such long-rage wand operation may be readily achievedusing an auxiliary battery powered RF transponder, such as availablefrom Axcess, Inc., Dallas, Tex. If line of sight or directionalactuation is desired, a battery-operated infrared LED transmitter andreceiver of the type employed in television remote control may be used,as those skilled in the art will readily appreciate. Of course, a widevariety of other wireless communications devices, as well as varioussound and lighting effects may also be provided, as desired. Any one ormore of these may be actuated via button 325, as desirable orconvenient.

Additional optional circuitry and/or position sensors may be added, ifdesired, to allow the “magic wand” 200 to be operated by waving,shaking, stroking and/or tapping it in a particular manner. If provided,these operational aspects would need to be learned by play participantsas they train in the various play environments. The ultimate goal, ofcourse, is to become a “grand wizard” or master of the wand. This meansthat the play participant has learned and mastered every aspect ofoperating the wand to produce desired effects within each playenvironment. Of course, additional effects and operational nuances can(and preferably are) always added in order to keep the interactiveexperience fresh continually changing. Optionally, the wand 200 may beconfigured such that it is able to display 50 or more characters on aLTD or LCD screen. The wand may also be configured to respond to othersignals, such as light, sound, or voice commands as will be readilyapparent to those skilled in the art.

RFID Tracking Card/Badge

FIGS. 4A and 4B are front and rear views, respectively, of an optionalor alternative RFID tracking badge or card 400 for use within theinteractive play structure of FIG. 1. This may be used instead of or inaddition to the wand 200, described above. The particular badge 400illustrated is intended to be affixed or adhered to the front of a shirtor blouse worn by a play participant during their visit to suitablyequipped play or entertainment facilities. The badge preferablycomprises a paper, cardboard or plastic substrate having a front side404 and a back side 410. The front 405 of each card/badge 400 may beimprinted with graphics, photos, or any other information desired. Inthe particular embodiment illustrated, the front 405 contains an imageof HARRY POTTER in keeping with the overall theme of the play structure100. In addition, the front 405 of the badge 400 may include any numberof other designs or information pertinent to its application. Forexample, the guest's name 430, and group 435 may be indicated forconvenient reference. A unique tag ID Number 440 may also be displayedfor convenient reference and is particularly preferred where the badge400 is to be reused by other play participants.

The obverse side 410 of the badge 400 contains the badge electronicscomprising a radio frequency tag 420 pre-programmed with a unique personidentifier number (“UPIN”). The tag 420 generally comprises a spiralwound antenna 450, a radio frequency transmitter chip 460 and variouselectrical leads and terminals 470 connecting the chip 460 to theantenna. Advantageously, the UPIN may be used to identify and trackindividual play participants within the play facility. Optionally, eachtag 420 may also include a unique group identifier number (“UGIN”) whichmay be used to match a defined group of individuals having apredetermined relationship—either preexisting or contrived for purposesof game play. If desired, the tag 420 may be covered with an adhesivepaper label (not shown) or, alternatively, may be molded directly into aplastic sheet substrate comprising the card 400.

Various readers distributed throughout a park or entertainment facilityare able to read the RFID tags 420. Thus, the UPIN and UGIN informationcan be conveniently read and provided to an associated master controlsystem, display system or other tracking, recording or display devicefor purposes of creating a record of each play participant's experiencewithin the play facility. This information may be used for purposes ofcalculating individual or team scores, tracking and/or locating lostchildren, verifying whether or not a child is inside a facility, photocapture & retrieval, and many other useful purposes as will be readilyobvious and apparent to those skilled in the art.

Preferably, the tag 420 is passive (requires no batteries) so that it isinexpensive to purchase and maintain. Such tags and various associatedreaders and other accessories are commercially available in a widevariety of configurations, sizes and read ranges. RFID tags having aread range of between about 10 cm to about 100 cm are particularlypreferred, although shorter or longer read ranges may also beacceptable. The particular tag illustrated is the 13.56 MHz tag soldunder the brand name Taggit™, available from Texas Instruments, Inc.(http://www.tiris.com, Product No. RI-103-110A). The tag 420 has auseful read/write range of about 25 cm and contains 256-bits of on-boardmemory arranged in 8.times.32-bit blocks which may be programmed(written) and read by a suitably configured read/write device. Such tagdevice is useful for storing and retrieving desired user-specificinformation such as UPIN, UGIN, first and/or last name, age, rank orlevel, total points accumulated, tasks completed, facilities visited,etc. If a longer read/write range and/or more memory is desired,optional battery-powered tags may be used instead, such as availablefrom AXCESS, Inc. and/or various other vendors known to those skilled inthe art.

FIGS. 5 and 6 are simplified schematic illustrations of tag and readeroperation. The tag 420 is initially activated by a radio frequencysignal broadcast by an antenna 510 of an adjacent reader or activationdevice 500. The signal impresses a voltage upon the antenna 450 byinductive coupling which is then used to power the chip 460 (see, e.g.,FIG. 5A). When activated, the chip 460 transmits via radio frequency aunique identification number preferably corresponding to the UPIN and/orUGIN described above (see, e.g., FIG. 5B). The signal may be transmittedeither by inductive coupling or, more preferably, by propagationcoupling over a distance “d” determined by the range of the tag/readercombination. This signal is then received and processed by theassociated reader 500 as described above. If desired, the RFID card orbadge 400 may also be configured for read/write communications with anassociated reader/writer. Thus, the unique tag identifier number (UPINor UGIN) can be changed or other information may be added.

As indicated above, communication of data between a tag and a reader isby wireless communication. As a result, transmitting such data is alwayssubject to the vagaries and influences of the media or channels throughwhich the data has to pass, including the air interface. Noise,interference and distortion are the primary sources of data corruptionthat may arise. Thus, those skilled in the art will recognize that acertain degree of care should be taken in the placement and orientationof readers 500 so as to minimize the probability of such datatransmission errors. Preferably, the readers are placed at least 30-60cm away from any metal objects, power lines or other potentialinterference sources. Those skilled in the art will also recognize thatthe write range of the tag/reader combination is typically somewhat less(about 10-15% less) than the read range “d” and, thus, this should alsobe taken into account in determining optimal placement and positioningof each reader device 500.

Typical RFID data communication is asynchronous or unsynchronized innature and, thus, particular attention should be given in consideringthe form in which the data is to be communicated. Structuring the bitstream to accommodate these needs, such as via a channel encodingscheme, is preferred in order to provide reliable system performance.Various suitable channel encoding schemes, such as amplitude shiftkeying (ASK), frequency shift keying (FSK), phase shift keying (PSK) andspread spectrum modulation (SSM), are well known to those skilled in theart and will not be further discussed herein. The choice of carrier wavefrequency is also important in determining data transfer rates.Generally speaking the higher the frequency the higher the data transferor throughput rates that can be achieved. This is intimately linked tobandwidth or range available within the frequency spectrum for thecommunication process. Preferably, the channel bandwidth is selected tobe at least twice the bit rate required for the particular gameapplication.

FIG. 7 is a simplified block diagram illustrating the basic organizationand function of the electronic circuitry comprising the radio frequencytransmitter chip 460 of the RFID tag device 420 of FIG. 4B. The chip 460basically comprises a central processor 530, Analogue Circuitry 535,Digital Circuitry 540 and on-board memory 545. On-board memory 545 isdivided into read-only memory (ROM) 550, random access memory (RAM) 555and non-volatile programmable memory 560, which is available for datastorage. The ROM-based memory 550 is used to accommodate security dataand the tag operating system instructions which, in conjunction with theprocessor 530 and processing logic deals with the internal“house-keeping” functions such as response delay timing, data flowcontrol and power supply switching. The RAM-based memory 555 is used tofacilitate temporary data storage during transponder interrogation andresponse. The non-volatile programmable memory 560 may take variousforms, electrically erasable programmable read only memory (EEPROM)being typical. It is used to store the transponder data and ispreferably non-volatile to ensure that the data is retained when thedevice is in its quiescent or power-saving “sleep” state.

Various data buffers or further memory components (not shown), may beprovided to temporarily hold incoming data following demodulation andoutgoing data for modulation and interface with the transponder antenna450. Analog Circuitry 535 provides the facility to direct andaccommodate the interrogation field energy for powering purposes inpassive transponders and triggering of the transponder response. AnalogCircuitry also provides the facility to accept the programming or“write” data modulated signal and to perform the necessary demodulationand data transfer processes. Digital Circuitry 540 provides certaincontrol logic, security logic and internal microprocessor logic requiredto operate central processor 530.

Role Play Character Cards

The RFID card 400 illustrated and described above is used, in accordancewith the afore-mentioned preferred embodiment, to identify and trackindividual play participants and/or groups of play participants within aplay facility. However, in another preferred embodiment, the same card400 and/or a similarly configured RFID or a magnetic “swipe” card or thelike may be used to store certain powers or abilities of an imaginaryrole-play character that the card 400 represents. For example, card 400may represent the HARRY POTTER character. As each play participant useshis or her favorite character card in various HARRY POTTER playfacilities the HARRY POTTER character represented by the card 400 gains(or loses) certain attributes, such as magic skill level, magicstrength, flight ability, various spell-casting abilities, etc. All ofthis information is preferably stored on the card 400 so that thecharacter attributes may be easily and conveniently transported to othersimilarly-equipped play facilities, computer games, video games, homegame consoles, hand-held game units, and the like. In this manner, animaginary role-play character is created and stored on a card that isable to seamlessly transcend from one play medium to the next.

For example, character attributes developed during a play participant'svisit to a local HARRY POTTER/Hogwart magic facility are stored on thecard 400. When the play participant then revisits the same or anotherHARRY POTTER play facility, all of the attributes of his character are“remembered” on the card so that the play participant is able tocontinue playing with and developing the same role-play character.Similarly, various video games, home game consoles, and/or hand-heldgame units can be and preferably are configured to communicate with thecard 400 in a similar manner as described above and/or using otherwell-known information storage and communication techniques. In thismanner, a play participant can use the character card 400 and the roleplay character he or she has developed with specific associatedattributes in a favorite video action game, role-play computer game orthe like.

FIGS. 8A-8D are front views of various alternative embodiments ofpossible role-play character cards for use within a HARRY POTTER/Hogwartinteractive play structure such as illustrated in FIG. 1. Role playcards 600 are preferably constructed substantially the same as the card400 illustrated and described above in connection with FIGS. 4B, 4B,except with different character illustrations and/or graphics. Forexample, each card 600 may include a different character from a HARRYPOTTER storyline representing a role-play character desired to beimagined by a play participant. The obverse side (not shown) includes anRFID tag, such as illustrated and described above in connection withFIG. 4B. Alternatively, a magnetic “swipe” strip and/or other well-knowninformation storage means may be used with efficacy, so long as it isrelatively compact, durable and inexpensive.

The particular size, shape and theme of the cards 600 are relativelyunimportant. In the particular embodiment illustrated, the cards 600 areshaped and themed so as to be used as bookmarks for HARRY POTTER seriesbooks. These may be packaged and sold together with each HARRY POTTERbook, or they may be sold separately as novelty items or the like. Ifdesired, a hole or eyelet 610 may be provided at the top of each card600 so as to facilitate wearing the card 600 as a pendant on a necklace620 or as key-chain trinket. Smaller, pocket-sized cards and/or othersimilar RFID or magnetic transponder devices may also be used whereconvenience and market demand dictates. Such transponder devices arecommercially available, such as from Texas Instruments, Inc.(http://www.tiris.com, e.g., Prod. Nos. RI-TRP-W9WK, RI-TRP-R9QL,RI-TRP-WFOB).

Master Control System

Depending upon the degree of game complexity desired and the amount ofinformation sharing required, the transceivers 300 may or may not beconnected to a master control system or central server 375 (FIG. 3). Ifa master system is utilized, preferably each wand 200 and/or RFID card400, 600 is configured to electronically send and receive information toand from various receivers or transceivers 300 distributed throughoutthe play facility 100 using a send receive radio frequency (“SRRF”)communication protocol. This communications protocol provides the basicfoundation for a complex, interactive entertainment system which createsa seemingly magic interactive play experience for play participants whopossess and learn to use the magical wand. In its most refinedembodiments, a user may electronically send and receive information toand from other wands and/or to and from a master control system locatedwithin and/or associated with any of a number of play environments, suchas a family entertainment facility, restaurant play structure,television/video/radio programs, computer software program, gameconsole, web site, etc. This newly created network of SRRF-compatibleplay and entertainment environments provides a complex, interactive playand entertainment system that creates a seamless magical interactiveplay experience that transcends conventional physical and temporalboundaries.

SRRF may generally be described as an RF-based communications technologyand protocol that allows pertinent information and messages to be sentand received to and from two or more SRRF compatible devices or systems.While the specific embodiments described herein are specific to RF-basedcommunication systems, those skilled in the art will readily appreciatethat the broader interactive play concepts taught herein may be realizedusing any number of commercially available 2-way and/or 1-way mediumrange wireless communication devices and communication protocols suchas, without limitation, infrared-, digital-, analog, AM/FM-, laser-,visual-, audio-, and/or ultrasonic-based systems, as desired orexpedient.

The SRRF system can preferably send and receive signals (up to 40 feet)between tokens and fixed transceivers. The system is preferably able toassociate a token with a particular zone as defined by a tokenactivation area approximately 10-15 feet in diameter. Differenttransceiver and antenna configurations can be utilized depending on theSRRF requirements for each play station. The SRRF facility tokens andtransceivers are networked throughout the facility. These devices can behidden in or integrated into the facility's infrastructure, such aswalls, floors, ceilings and play station equipment. Therefore, the sizeand packaging of these transceivers is not particularly critical.

In a preferred embodiment, an entire entertainment facility may beconfigured with SRRF technology to provide a master control system foran interactive entertainment play environment using SRRF-compatiblemagic wands and/or tracking devices. A typical entertainment facilityprovided with SRRF technology may allow 300-400 or more users tomore-or-less simultaneously send and receive electronic transmissions toand from the master control system using a magic wand or otherSRRF-compatible tracking device.

In particular, the SRRF system uses a software program and data-basethat can track the locations and activities of up to a hundred moreusers. This information is then used to adjust the play experience forthe user based on “knowing” where the user/player has been, whatobjectives that player has accomplished and how many points or levelshave been reached. The system can then send messages to the userthroughout the play experience. For example, the system can allow ordeny access to a user into a new play area based on how many points orlevels reached by that user and/or based on what objectives that userhas accomplished or helped accomplish. It can also indicate, via sendinga message to the user the amount of points or specific play objectivesnecessary to complete a “mission” or enter the next level of play. Themaster control system can also send messages to the user from otherusers.

The system is preferably sophisticated enough that it can allow multipleusers to interact with each other adjusting the game instantly. Themaster system can also preferably interface with digital imaging and/orvideo capture so that the users activities can be visually tracked. Anyuser can locate another user either through the video capturing systemor by sending a message to another device. At the end of a visit, usersare informed of their activities and the system interfaces with printoutcapabilities. The SRRF system is preferably capable of sending andreceiving signals up to 100 feet. Transmitter devices can also be hiddenin walls or other structures in order to provide additionalinteractivity and excitement for play participants.

Suitable embodiments of the SRRF technology described above may beobtained from a number of suitable sources, such as AXCESS, Inc. and, inparticular, the AXCESS active RFID network system for asset and peopletacking applications. In another preferred embodiment the systemcomprises a network of transceivers 300 installed at specific pointsthroughout a facility. Players are outfitted or provided with a reusable“token”—a standard AXCESS personnel tag clipped to their clothing in theupper chest area. As each player enters a specific interactive play areaor “game zone” within the facility, the player's token receives a lowfrequency activation signal containing a zone identification number(ZID). The token then responds to this signal by transmitting both itsunique token identification number (TID) along with the ZID, thusidentifying and associating the player with a particular zone.

The token's transmitted signal is received by a transceiver 300 attachedto a data network built into the facility. Using the data network, thetransceiver forwards the TID/ZID data to a host computer system. Thehost system uses the SRRF information to log/track the guest's progressthrough the facility while interfacing with other interactive systemswithin the venue. For example, upon receipt of a TID/ZID messagereceived from Zone 1, the host system may trigger a digital camerafocused on that area, thus capturing a digital image of the player whichcan now be associated with both their TID and the ZID at a specifictime. In this manner the SRRF technology allows the master controlsystem to uniquely identify and track people as they interact withvarious games and activities in a semi-controlled play environment.Optionally, the system may be configured for two-way messaging to enablemore complex interactive gaming concepts.

In another embodiment, the SRRF technology can be used in the home. Forenabling Magic at the home, a small SRRF module is preferablyincorporated into one or more portable toys or objects that may be assmall as a beeper. The SRRF module supports two-way communications witha small home transceiver, as well as with other SRRF objects. Forexample, a Magic wand 200 can communicate with another Magic wand 200.

The toy or object may also include the ability to produce light,vibration or other sound effects based on signals received through theSRRF module. In a more advanced implementation, the magical object maybe configured such that it is able to display preprogrammed messages ofup to 50 characters on a LCD screen when triggered by user action (e.g.button) or via signals received through the SRRF module. This device isalso preferably capable of displaying short text messages transmittedover the SRRF wireless link from another SRRF-compatible device.

Preferably, the SRRF transceiver 300 is capable of supportingmedium-to-long range (10-40 feet) two-way communications between SRRFobjects and a host system, such as a PC running SRRF-compatiblesoftware. This transceiver 300 has an integral antenna and interfaces tothe host computer through a dedicated communication port using industrystandard RS232 serial communications. It is also desirable that the SRRFtransmission method be flexible such that it can be embedded intelevision or radio signals, videotapes, DVDs, video games and otherprograms media, stripped out and re-transmitted using low costcomponents. The exact method for transposing these signals, as well asthe explicit interface between the home transceiver and common consumerelectronics (i.e. TVs, radios, VCRs, DVD players, NV receivers, etc.) isnot particularly important, so long as the basic functionality asdescribed above is achieved. The various components needed to assemblesuch an SRRF system suitable for use with the present invention arecommercially available and their assembly to achieve the desiredfunctionality described above can be readily determined by persons ofordinary skill in the art. If desired, each SRRF transceiver may alsoincorporate a global positioning (“GPS”) device to track the exactlocation of each play participant within one or more play environments.

Most desirably, a SRRF module can be provided in “chip” form to beincorporated with other electronics, or designed as a packaged modulesuitable for the consumer market. If desired, the antenna can beembedded in the module, or integrated into the toy and attached to themodule. Different modules and antennas may be required depending on thefunction, intelligence and interfaces required for different devices. Aconsumer grade rechargeable or user replaceable battery may also be usedto power both the SRRF module and associated toy electronics.

Interactive Game Play

The present invention may be carried out using a wide variety ofsuitable game play environments, storylines and characters, as will bereadily apparent to those skilled in the art. The following specificgame play examples are provided for purposes of illustration and forbetter understanding of the invention and should not be taken aslimiting the invention in any way:

EXAMPLE 1

An overall interactive gaming experience and entertainment system isprovided (called the “Magic” experience), which tells a fantastic storythat engages children and families in a never-ending adventure based ona mysterious treasure box filled with magical objects. Through a numberof entertainment venues such as entertainment facilities, computergames, television, publications, web sites, and the like, children learnabout and/or are trained to use these magical objects to become powerful“wizards” within one or more defined “Magic” play environments. The playenvironments may be physically represented, such as via an actualexisting play structure or family entertainment center, and/or it may bevisually/aurally represented via computer animation, television radioand/or other entertainment venue or source.

The magical objects use the SRRF communications system allowing formessages and information to be received and sent to and from any otherobject or system. Optionally, these may be programmed and linked to themaster SRRF system. Most preferably, the “magic wand” 200 is configuredto receive messages from any computer software, game console, web site,and entertainment facility, television program that carries the SRRFsystem. In addition, the magic wand can also preferably send messages toany SRRF compatible system thus allowing for the “wand” to be trackedand used within each play environment where the wand is presented. Thetoy or wand 200 also preferably enables the user to interact with eithera Master system located within a Magic entertainment facility and/or ahome-based system using common consumer electronic devices such as apersonal computer, VCR or video game system.

The master control system for a Magic entertainment facility generallycomprises: (1) a “token” (gag, toy, wand 200 or other device) carried bythe user 105, (2) a plurality of receivers or transceivers 300 installedthroughout the facility, (3) a standard LAN communications system(optional), and (4) a master computer system interfaced to thetransceiver network (optional). If a Master computer system is used,preferably the software program running on the Master computer iscapable of tracking the total experience for hundreds of userssubstantially in real time. The information is used to adjust the playfor each user based on knowing the age of the user, where the user hasplayed or is playing, points accumulated, levels reached and specificobjectives accomplished. Based on real-time information obtained fromthe network, the system can also send messages to the user as theyinteract throughout the Magic experience.

The Master system can quickly authorize user access to a new playstation area or “zone” based on points or levels reached. It can alsopreferably indicate, via sending a message to the user, the pointsneeded or play activities necessary to complete a “mission.” The Mastersystem can also send messages to the user from other users. The systemis preferably sophisticated enough to allow multiple users to interactwith each other while enjoying the game in real-time.

Optionally, the Master system can interface with digital imaging andvideo capture so that the users' activities can be visually tracked. Anyuser can then locate another user either through the video capturingsystem or by sending a message to another device. At the end of a visit,users are informed of their activities and other attributes related tothe Magic experience via display or printout.

For relatively simple interactive games, the Master system may beomitted in order to save costs. In that case, any game-relatedinformation required to be shared with other receivers or transceiversmay be communicated via an RS-232 hub network, Ethernet, or wirelessnetwork, or such information may be stored on the wand itself and/or anassociated RFID card or badge carried by the play participant (discussedlater). For retrofit applications, it is strongly preferred to providesubstantially all stand-alone receivers or transceivers that do notcommunicate to a master system or network. This is to avoid the expenseof re-wiring existing infrastructure. For these applications, anyinformation required to be shared by the game system is preferablystored on the wand or other RFID device(s) carried by the playparticipants. Alternatively, if a more complex game experience isdemanded, any number of commercially available wireless networks may beprovided without requiring rewiring or existing infrastructure.

EXAMPLE 2

A computer adventure game is provided in which one or more playparticipants assume the role of an imaginary character “Pajama Sam” fromthe popular series of computer games published by HumongousEntertainment, Inc. of Woodinville, Wash. A Pajama Sam adventurecharacter card 700, such as illustrated in FIGS. 9A, 9B, is provided toeach play participant. The card may be packaged and sold together withthe game software, and/or it may be sold separately, as convenience andmarket demands dictate.

The card 700 may be constructed substantially the same as the cards 400,600 illustrated and described above in connection with FIGS. 4 and 8,except with different character illustrations and/or graphics. Forexample, each card 700 may include a different character from the PajamaSam computer game series representing a role-play character desired tobe imagined by a play participant. The obverse side (FIG. 9B) includesan RFID tag 720, such as illustrated and described above in connectionwith FIG. 4B. Preferably, the tag 720 is covered with an adhesive paperlabel 725. Alternatively, the tag 720 may be molded directly into aplastic sheet substrate from which the card 700 is then formed.Alternatively, a magnetic “swipe” strip and/or other well-knowninformation storage means may be used with efficacy, so long as it isrelatively compact, durable and inexpensive.

The particular size, shape and theme of the card 700 is relativelyunimportant. In the particular embodiment illustrated, the card 700 isshaped and themed similar to a baseball trading card so that they may becollected and stored conveniently in any baseball card album or thelike. If desired, a hole or eyelet (not shown) may be provided at thetop of the card 700 so as to facilitate wearing the card 700 as apendant on a necklace or as key-chain trinket. Of course, smaller,pocket-sized cards and/or other similar RFID or magnetic transponderdevices may also be used where convenience and market demand dictates.Such alternative suitable transponder devices are commerciallyavailable, such as from Texas Instruments, Inc. (http://www.tiris.com,e.g., Prod. Nos. RI-TRP-W9WK, RI-TRP-R9QL, RI-TRP-WFOB).

A specially configured computer, video game, home game console,hand-held gaming device or similar gaming device is provided with areader, and more preferably a reader/writer such as described above,that is able to communicate with the tag 720 or other informationstorage means associated with the card 700. As each play participantplays his or her favorite Pajama Sam game the Pajama Sam characterrepresented by the card 700 gains (or loses) certain attributes, such asspeed, dexterity, and/or the possession of certain tools or objectsassociated with the game play. All of this information is preferablystored on the card 700 so that the character attributes may be easilyand conveniently transported to other similarly-equipped computer games,video games, home game consoles, hand-held game units, play facilities,and the like. In this manner, an imaginary role-play character iscreated and stored on a card that is able to seamlessly transcend fromone play medium to the next.

For example, in the course of playing a typical Pajama Sam game, playersmust “find” certain objects or tools that they will use to solve certainpuzzles or tasks presented by the game. Players “pick up” these objectsor tools by clicking their mouse on the desired object. The computergame software then keeps a record of which objects have been collectedand displays those objects on the computer screen when requested by theplayer. This is illustrated by FIG. 10A, which is a screen shot from thecomputer game, “Pajama Sam, in No Need to Hide When It's Dark Outside,”published by Humongous Entertainment., Inc.© 1996. The game begins inPajama Sam's bedroom, and the player is asked to find and click oncertain objects 810 that Pajama Sam needs to begin his adventure—namelyhis flashlight, PajamaMan lunch box and PajamaMan mask. As these objectsare located and collected, they are displayed on the bottom of thecomputer screen, as illustrated in FIG. 10A.

FIG. 10B is a screen shot from the same game where the player faces hisfirst challenge or puzzle to solve. He or she must somehow make PajamaSam operate the elevator 815 to take Pajama Sam up into the tree house820 where his archenemy “Darkness” resides. To solve the puzzle theplayer explores the scene with his mouse and clicks on objects thatmight be useful to solve the puzzle. Eventually, the player willdiscover a pile of rocks 825 which Pajama Sam picks up and tosses intothe basket 830 to operate the elevator. In the next scene (FIG. 10C)Pajama Sam is inside the tree house and the player must decide which ofthree possible paths to take representing doors 840, 845 and 850.Doorway 850 leads to the scene illustrated in FIG. 10D in which PajamaSam (and the player) is challenged to a trivia game by a pair of talkingdoors. The player chooses from different categories of questions andattempts to choose correct answers from a multiple choice list providedby the game (see FIG. 10E). Ultimately, the player is challenged with aquestion specific to the game (see FIG. 10F) and which requires theplayer to have visited a particular location within the game where theinformation is contained. If the player has not completed that portionof the computer game, he or she cannot answer the question posed andPajama Sam cannot advance in the adventure game (see FIG. 10G).

If the player were to quit the game at this point, he or she could savethe game on the host computer and return to the same computer later tocomplete the adventure. But the Pajama Sam character itself, itsattributes, experiences and accomplishments are not portable and cannotpresently be transferred from one game or gaming environment to another.However, the Pajama Sam adventure card 700 in accordance with thepresent invention enables a play participant to continue the adventuresomewhere else (e.g. at a friends house, or a video arcade facility)without having to restart the game and repeat the steps that the playerhas already accomplished. With the Pajama Sam adventure card 700,relevant details of the game experience and the Pajama Sam character arestored on the card 700 so that the player can take the card to anothercomputer, game console, hand-held game device or a designated Pajama Samplay facility, to continue the adventure in a new and exciting playenvironment.

For example, the Pajama Sam play facility could be configured as aphysical play space similar to that described above in connection withFIG. 1, except having theming and game play that parallels that of oneor more of the Pajama Same computer adventure games. Now our computergame player who has a Pajama Same adventure card 700 can visit this playfacility and the facility would be able to read the information on thecard and determine that this particular player has already completed thefirst puzzle in the first Pajama Sam computer adventure game. If theplayer desires, he or she will be allowed to advance automatically inthe game play within the Pajama Sam play facility so that the player canwork on a new puzzle. If the player successfully solves a new puzzle atthe play facility, this information will be recorded on the Pajama Samadventure card 700. The next time he or she plays the computer game thecard can be automatically read and the computer experience can bemodified or updated in accordance with the new information recorded onthe card. In this manner, the character role-play experience becomesportable, personal and long-term. This, in turn, facilitates thedevelopment of even more sophisticated and complex role-play charactersand longer, more enjoyable role play experiences as players are able tocontinue playing with and developing the same role-play character(s)over long periods of time and in different and varied play environments.

Similarly, various other video games, home game consoles, and/orhand-held game units can be and preferably are configured to communicatewith the Pajama Sam adventure card 700 in a similar manner as describedabove and/or using other well-known information storage andcommunication techniques. In this manner, a play participant can use thePajama Sam adventure card 700 and the role play character he or she hasdeveloped with specific associated attributes in a favorite video actiongame, role-play computer game, internet adventure game or the like.

EXAMPLE 3

A trading card game is provided wherein a plurality of cards depictingvarious real or imaginary persons, characters and/or objects areprovided and wherein each card has recorded or stored thereon in anelectronically readable format certain selected information pertainingto the particular person, character or object, such as performancestatistics, traits/powers, or special abilities. The information ispreferably stored on an RFID tracking tag associated with each card andwhich can be read electronically and wirelessly over a predeterminedrange preferably greater than about 1 cm when placed in the proximity ofa suitably configured RF reader. Optionally, the RFID tag may beread/write capable such that the information stored thereon may bechanged or updated in any manner desired. Alternatively, a magneticstrip, bar code or similar information storage means may be used tostore relevant information on the card.

FIGS. 11A and 11B depict one preferred embodiment of a trading card 900having features and advantages in accordance with the present invention.The particular trading card illustrated in FIG. 11A is provided in thetheme of the popular Pokemon characters and, in particular, thecharacter Pikachu. FIGS. 11C and 11D illustrate several other possiblePokemon themed trading cards which may be provided in accordance withthe present invention. Each card preferably comprises a paper, cardboardor plastic substrate having a front side 905 and a back side 910. Thefront 905 of the card 900 may be imprinted with graphics, photos, or anyother information as desired. In the particular embodiment illustrated,the front 905 contains an image of the Pikachu character 925 in keepingwith the Pokemon theme. In addition, the front 905 of the card 900 mayinclude any number of other designs or information 930 pertinent to itsapplication. For example, the character's type, size and evolution maybe indicated, along with any special powers or traits the character maypossess.

The obverse side 910 of the card 900 preferably contains the cardelectronics comprising a radio frequency tag 920 pre-programmed with thepertinent information for the particular person, character or objectportrayed on the front of the card. The tag 920 generally comprises aspiral wound antenna 950, a radio frequency transmitter chip 960 andvarious electrical leads and terminals 970 connecting the chip 960 tothe antenna. If desired, the tag 920 may be covered with an adhesivepaper label (not shown) or, alternatively, the tag may be moldeddirectly into a plastic sheet substrate from which the card 900 isformed.

Preferably, the tag 920 is passive (requires no batteries) so that it isinexpensive to purchase and maintain. Such tags and various associatedreaders and other accessories are commercially available in a widevariety of configurations, sizes and read ranges. RFID tags having aread range of between about 10 cm to about 100 cm are particularlypreferred, although shorter or longer read ranges may also beacceptable. The particular tag illustrated is the 13.56 MHz tag soldunder the brand name Taggit™ available from Texas Instruments, Inc.(http://www.tiris.com, Product No. RI-103-110A). The tag 920 has auseful read/write range of about 25 cm and contains 256-bits of on-boardmemory arranged in 8*32-bit blocks which may be programmed (written) andread by a suitably configured read/write device. If a longer read/writerange and/or more memory is desired, optional battery-powered tags maybe used instead, such as available from AXCESS, Inc. and/or variousother vendors known to those skilled in the art.

Cards 900 may be collected or traded and/or they may be used to playvarious games, such as a Pokemon arena competition using an electronicinterface capable of reading the card information. Such games may becarried out using a specially configured gaming device or,alternatively, using a conventional computer gaming platform, home gameconsole, arcade game console, hand-held game device, internet gamingdevice or other gaming device that has been modified to include an RFreader or magnetic “swipe” reader device as illustrated and describedabove. Advantageously, play participants can use the trading cards 900to transport information pertinent to a particular depicted person,character or object to a favorite computer action game, adventure game,interactive play structure or the like. For example, a suitablyconfigured video game console and video game may be provided which readsthe card information and recreates the appearance and/or traits ofparticular depicted person, character of object within the game. Ifdesired, the game console may further be configured to write informationto the card in order to change or update certain characteristics ortraits of the character, person or object depicted by the card 900 inaccordance with a predetermined game play progression.

Of course, those skilled in the art will readily appreciate that theunderlying concept of an RFID trading card 900 and card game is notlimited to cards depicting fantasy characters or objects, but may beimplemented in a wide variety of alternative embodiments, includingsporting cards, baseball, football and hockey cards, movie charactercards, dinosaur cards, educational cards and the like. If desired, anynumber of other suitable collectible/tradable tokens or trinkets mayalso be provided with a similar RFID tag device in accordance with theteachings of the present invention as dictated by consumer tastes andmarket demand.

Although this invention has been disclosed in the context of certainpreferred embodiments and examples, it will be understood by thoseskilled in the art that the present invention extends beyond thespecifically disclosed embodiments to other alternative embodimentsand/or uses of the invention and obvious modifications and equivalentsthereof. Thus, it is intended that the scope of the present inventionherein disclosed should not be limited by the particular disclosedembodiments described above, but should be determined only by a fairreading of the claims that follow.

What is claimed is:
 1. A dual-range wireless tracking and actuationdevice for tracking a guest within an entertainment facility and forwirelessly actuating one or more associated effects as part of aninteractive entertainment experience, said wireless tracking andactuation device comprising: a portable token configured to be carriedor worn by said guest, said portable token comprising one or moreinternal batteries and electronic circuitry comprising: non-volatilememory storing a unique identifier that uniquely identifies saidportable token; an antenna configured to be wirelessly energized byinductive coupling with an external activation device over a limitedactivation range of less than 60 centimeters; a first radiofrequency(RF) transceiver electrically coupled to and powered by said antenna andconfigured to provide first two-way wireless communications with a firstwireless-compatible device over a first wireless communication range ofless than 60 centimeters; a second RF transceiver electrically coupledto and powered by said one or more internal batteries and configured toprovide second two-way wireless communications with a secondwireless-compatible device over a second wireless communication range ofgreater than 10 feet; and wherein at least one of said first two-waywireless communications or said second two-way wireless communicationscomprise said unique identifier.
 2. The wireless tracking and actuationdevice of claim 1, wherein said portable token comprises an internalcavity, and wherein said one or more internal batteries and saidelectronic circuitry are disposed within said internal cavity.
 3. Thewireless tracking and actuation device of claim 1, wherein said portabletoken is configured to be worn as a necklace pendant.
 4. The wirelesstracking and actuation device of claim 1, wherein said first wirelesscommunication range is between 1 centimeters and 25 centimeters, andwherein said second wireless communication range is between 10 feet and100 feet.
 5. The wireless tracking and actuation device of claim 1,wherein said non-volatile memory, said antenna, and said first RFtransceiver are configured as a single integrated device comprising anRF identification (RFID) tag.
 6. The wireless tracking and actuationdevice of claim 1, further comprising memory storing instructions thatwhen executed is configured to cause information identifying one or moreentertainment facilities visited by said guest while carrying or wearingsaid portable token to be stored in said non-volatile memory.
 7. Thewireless tracking and actuation device of claim 1, further comprising aneffects generator configured to produce one or more sound effects orvibration effects based on one or more wireless communications receivedby said wireless tracking and actuation device.
 8. A portable token forwirelessly tracking a guest within a wireless-compatible entertainmentfacility and for wirelessly actuating one or more associated effects aspart of a personalized guest entertainment experience, said portabletoken comprising: one or more internal batteries; a microprocessor;non-volatile memory electrically coupled to said microprocessor, saidnon-volatile memory storing a unique identifier that uniquely identifiessaid portable token; an antenna electrically coupled to saidmicroprocessor, said antenna configured to be wirelessly energized byinductive coupling with an external activation device over a limitedactivation range of less than 60 centimeters; a first radiofrequency(RF) transceiver electrically coupled to and powered by said antenna,said first RF transceiver configured to provide first two-way wirelesscommunications with a first wireless-compatible device over a firstwireless communication range of less than 60 centimeters; and a secondRF transceiver electrically coupled to and powered by said one or moreinternal batteries, said second RF transceiver configured to providesecond two-way wireless communications with a second wireless-compatibledevice over a second wireless communication range of greater than 10feet.
 9. The portable token of claim 8, wherein at least one of saidfirst two-way wireless communications or said second two-way wirelesscommunications comprise said unique identifier.
 10. The portable tokenof claim 8, wherein said portable token is configured to be worn as anecklace pendant.
 11. The portable token of claim 8, wherein saidmicroprocessor, said non-volatile memory, said antenna, and said firstRF transceiver are hermetically sealed within an internal cavity formedin said portable token.
 12. The portable token of claim 8, wherein saidfirst wireless communication range is less than 25 centimeters.
 13. Theportable token of claim 8, wherein said second wireless communicationrange is between 10 feet and 100 feet.
 14. The portable token of claim8, wherein said microprocessor, said non-volatile memory, said antenna,and said first RF transceiver are configured as a single integrateddevice comprising an RF identification (RFID) tag.
 15. A wearabletracking device for wirelessly tracking a guest within awireless-compatible entertainment facility and for wirelessly actuatingone or more associated effects as part of an entertainment experience,said wearable tracking device comprising: one or more internalbatteries; a microprocessor; non-volatile memory electrically coupled tosaid microprocessor, said non-volatile memory storing a uniqueidentifier that uniquely identifies said wearable tracking device; anantenna electrically coupled to said microprocessor, said antennaconfigured to be wirelessly energized by inductive coupling with anexternal activation device over a limited activation range of less than60 centimeters; a first radiofrequency (RF) transmitter electricallycoupled to and powered by said antenna, said first RF transmitterconfigured to transmit a first wireless communication signal to a firstwireless-compatible device over a first wireless communication range ofless than 60 centimeters; a second RF transmitter electrically coupledto and powered by said one or more internal batteries, said second RFtransmitter configured to transmit a second wireless communicationsignal to a second wireless-compatible device over a second wirelesscommunication range of greater than 10 feet; and wherein at least one ofsaid first wireless communication signal and said second wirelesscommunication signal comprises said unique identifier.
 16. The wearabletracking device of claim 15, wherein said wearable tracking device isconfigured to be worn as a necklace pendant.
 17. The wearable trackingdevice of claim 15, wherein said microprocessor, said non-volatilememory, said antenna, and said first RF transmitter are hermeticallysealed within an internal cavity formed in said wearable trackingdevice.
 18. The wearable tracking device of claim 15, wherein said firstwireless communication range is less than 25 centimeters.
 19. Thewearable tracking device of claim 15, wherein said second wirelesscommunication range is between 10 feet and 100 feet.
 20. The wearabletracking device of claim 15, wherein said microprocessor, saidnon-volatile memory, said antenna, and said first RF transmitter areconfigured as a single integrated device comprising an RF identification(RFID) tag.